﻿using UnityEngine;
using System.Collections;
using System.IO;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.Animations;
using UnityEditorInternal;
using AnimatorController = UnityEditor.Animations.AnimatorController;
using AnimatorControllerLayer = UnityEditor.Animations.AnimatorControllerLayer;


public class BuildAnimation : Editor 
{
    //生成出的Prefab的路径
	private static string PrefabPath = "Assets/Resources/Prefabs";
	//生成出的AnimationController的路径
	private static string AnimationControllerPath = "Assets/AnimationController";
	//生成出的Animation的路径
	private static string AnimationPath = "Assets/Animation";
    //美术给的原始图片路径
	private static string ImagePath = Application.dataPath +"/Raw";

	[MenuItem("Build/BuildAnimaiton")]
	static void BuildAniamtion() 
	{
		DirectoryInfo raw = new DirectoryInfo (ImagePath);		
		foreach (DirectoryInfo dictorys in raw.GetDirectories()) 
		{
			List<AnimationClip> clips = new List<AnimationClip>();
			foreach (DirectoryInfo dictoryAnimations in dictorys.GetDirectories()) 
			{
				//每个文件夹就是一组帧动画，这里把每个文件夹下的所有图片生成出一个动画文件
				clips.Add(BuildAnimationClip(dictoryAnimations));
			}
			//把所有的动画文件生成在一个AnimationController里
			AnimatorController controller =	BuildAnimationController(clips,dictorys.Name);
			//最后生成程序用的Prefab文件
			BuildPrefab(dictorys,controller);
		}	
	}


	static AnimationClip BuildAnimationClip(DirectoryInfo dictorys)
	{
		string animationName = dictorys.Name;
		//查找所有图片，因为我找的测试动画是.jpg 
		FileInfo []images  = dictorys.GetFiles("*.jpg");
		AnimationClip clip = new AnimationClip();
#if UNITY_5
#else
        AnimationUtility.SetAnimationType(clip,ModelImporterAnimationType.Generic);
#endif
		EditorCurveBinding curveBinding = new EditorCurveBinding();
		curveBinding.type = typeof(SpriteRenderer);
		curveBinding.path="";
		curveBinding.propertyName = "m_Sprite";
		ObjectReferenceKeyframe[] keyFrames = new ObjectReferenceKeyframe[images.Length];
		//动画长度是按秒为单位，1/10就表示1秒切10张图片，根据项目的情况可以自己调节
		float frameTime = 1/10f;
		for(int i =0; i< images.Length; i++){
			Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(DataPathToAssetPath(images[i].FullName));
			keyFrames[i] =   new ObjectReferenceKeyframe ();
			keyFrames[i].time = frameTime *i;
			keyFrames[i].value = sprite;
		}
		//动画帧率，30比较合适
		clip.frameRate = 30;

        //有些动画我希望天生它就动画循环
		if(animationName.IndexOf("idle") >=0 )
		{
			//设置idle文件为循环动画
			SerializedObject serializedClip = new SerializedObject(clip);
			AnimationClipSettings clipSettings = new AnimationClipSettings(serializedClip.FindProperty("m_AnimationClipSettings"));
			clipSettings.loopTime = true;
			serializedClip.ApplyModifiedProperties();
		}
		string parentName = System.IO.Directory.GetParent(dictorys.FullName).Name;
		System.IO.Directory.CreateDirectory(AnimationPath +"/"+parentName);
		AnimationUtility.SetObjectReferenceCurve(clip,curveBinding,keyFrames);
		AssetDatabase.CreateAsset(clip,AnimationPath +"/"+parentName +"/" +animationName+".anim");
		AssetDatabase.SaveAssets();
		return clip;
	}

    static AnimatorController BuildAnimationController(List<AnimationClip> clips, string name)
    {
        AnimatorController animatorController = AnimatorController.CreateAnimatorControllerAtPath(AnimationControllerPath + "/" + name + ".controller");
#if UNITY_5
        AnimatorControllerLayer layer = animatorController.layers[0];
#else
            AnimatorControllerLayer layer = animatorController.GetLayer(0);
#endif
        AnimatorStateMachine sm = layer.stateMachine;
        foreach (AnimationClip newClip in clips)
        {
            AnimatorState state = sm.AddState(newClip.name);
            //state.SetAnimationClip(newClip, layer);
            //AnimatorTransition trans = sm.AddAnyStateTransition(state);
            //trans.RemoveCondition(0);
        }
        AssetDatabase.SaveAssets();
        return animatorController;
    }

    static void BuildPrefab(DirectoryInfo dictorys, AnimatorController animatorCountorller)
    {
        //生成Prefab 添加一张预览用的Sprite
        FileInfo images = dictorys.GetDirectories()[0].GetFiles("*.jpg")[0];
        GameObject go = new GameObject();
        go.name = dictorys.Name;
        SpriteRenderer spriteRender = go.AddComponent<SpriteRenderer>();
        spriteRender.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(DataPathToAssetPath(images.FullName));
        Animator animator = go.AddComponent<Animator>();
        animator.runtimeAnimatorController = animatorCountorller;
        PrefabUtility.CreatePrefab(PrefabPath + "/" + go.name + ".prefab", go);
        DestroyImmediate(go);
    }


    public static string DataPathToAssetPath(string path)
	{
		if (Application.platform == RuntimePlatform.WindowsEditor)
			return path.Substring(path.IndexOf("Assets\\"));
		else
			return path.Substring(path.IndexOf("Assets/"));
	}


	class AnimationClipSettings
	{
		SerializedProperty m_Property;
		
		private SerializedProperty Get (string property) { return m_Property.FindPropertyRelative(property); }
		
		public AnimationClipSettings(SerializedProperty prop) { m_Property = prop; }
		
		public float startTime   { get { return Get("m_StartTime").floatValue; } set { Get("m_StartTime").floatValue = value; } }
		public float stopTime	{ get { return Get("m_StopTime").floatValue; }  set { Get("m_StopTime").floatValue = value; } }
		public float orientationOffsetY { get { return Get("m_OrientationOffsetY").floatValue; } set { Get("m_OrientationOffsetY").floatValue = value; } }
		public float level { get { return Get("m_Level").floatValue; } set { Get("m_Level").floatValue = value; } }
		public float cycleOffset { get { return Get("m_CycleOffset").floatValue; } set { Get("m_CycleOffset").floatValue = value; } }
		
		public bool loopTime { get { return Get("m_LoopTime").boolValue; } set { Get("m_LoopTime").boolValue = value; } }
		public bool loopBlend { get { return Get("m_LoopBlend").boolValue; } set { Get("m_LoopBlend").boolValue = value; } }
		public bool loopBlendOrientation { get { return Get("m_LoopBlendOrientation").boolValue; } set { Get("m_LoopBlendOrientation").boolValue = value; } }
		public bool loopBlendPositionY { get { return Get("m_LoopBlendPositionY").boolValue; } set { Get("m_LoopBlendPositionY").boolValue = value; } }
		public bool loopBlendPositionXZ { get { return Get("m_LoopBlendPositionXZ").boolValue; } set { Get("m_LoopBlendPositionXZ").boolValue = value; } }
		public bool keepOriginalOrientation { get { return Get("m_KeepOriginalOrientation").boolValue; } set { Get("m_KeepOriginalOrientation").boolValue = value; } }
		public bool keepOriginalPositionY { get { return Get("m_KeepOriginalPositionY").boolValue; } set { Get("m_KeepOriginalPositionY").boolValue = value; } }
		public bool keepOriginalPositionXZ { get { return Get("m_KeepOriginalPositionXZ").boolValue; } set { Get("m_KeepOriginalPositionXZ").boolValue = value; } }
		public bool heightFromFeet { get { return Get("m_HeightFromFeet").boolValue; } set { Get("m_HeightFromFeet").boolValue = value; } }
		public bool mirror { get { return Get("m_Mirror").boolValue; } set { Get("m_Mirror").boolValue = value; } }
	}

}
